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Josh @ Dreamland
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Reply #3 Posted on: August 23, 2011, 09:49:40 am |
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Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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All right, I'm committing. http://enigma-dev.org/EGMJS/Count me in.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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Post made August 23, 2011, 10:03:25 am was deleted at the author's request.
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Rusky
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Reply #5 Posted on: August 26, 2011, 05:23:14 pm |
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Joined: Feb 2008
Posts: 954
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http://gmc.yoyogames.com/index.php?showtopic=517146&view=findpost&p=3818560Actually... the saving of the gm81 in with the .gmx won't happen long term, it's just there as a safety precaution. (new file format and all that).
However, we do allow "exporting" to gm81 for reloading into GM8.x We will also be doing a GMZ format, which is the gmx, zipped for easy transport.
gmx should end up being faster to save to, as if the images/sounds haven't changed, they won't get saved. So only "updated" stuff will get saved, and that should be much quicker.
Aside from the "team" possibility, the other things to remember with GMX, is that you can now create and use external editors with ease. If you make a "special" map editor, then you can change the room directly. If you edit the scripts in a different text editor, they'll get automatically reloaded. But probably more important... if something gets "corrupted" (loads of reasons this can happen), it's not longer just a binary "mush". It's plain text and you CAN now rescue the project! So the GMX is a pretty important step forward, and that of course, doesn't include the amazing "team" possibilities!
Looks like a nicer attitude toward third-party tools.
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« Last Edit: August 26, 2011, 05:24:45 pm by Rusky »
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daz
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Reply #8 Posted on: August 26, 2011, 09:54:03 pm |
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Joined: Jul 2010
Posts: 167
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I meant specifically that YoYo may have made their format more tool-friendly, but they still don't like competing compilers.
On the transcoding issue, it will be a problem for Josh if he ever continues/finishes EGMHTML5; mostly because I don't know if there's anything available that plays nice in terms of licensing and cross platform support. Also an issue is the fact that mp3 is a restricted format, at a certain point you'll have to start paying royalties for using it.
Yes, you can host your game on YYGs and your own site. YYG currently doesn't give advertisement revenue to you though, and unless you have one heck of a popular website you won't be making much money off that either. At any rate, Kongregate's FAQ page doesn't list HTML5 as a supported format, but I've shot off an email asking because it's an interesting question. Also coming into play are sponsorships. With flash games there's a massive market to get your game sponsored, sitelocked, etc. without having to rely solely on ad revenue.
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Josh @ Dreamland
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Reply #9 Posted on: August 26, 2011, 10:50:50 pm |
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Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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Fucking damn, they finally thought of EGM. Six months after I thought of it, and six months before IsmAvatar will ever. fucking. implement it.
Why do I even bother? Fucking damn it, we were supposed to pave the way for this particular innovation. We just lost a huge advantage that we could have had months ago if Ism would fucking do things I ask of her.
Anyway, that's fine. We'll just rob them of HTML5. My event implementation is done, and the parser is adequate thanks to the dynamic nature of JavaScript. It's ready to be hooked up whenever. I'll work on colored vertices and then input functions next so we actually have something to show.
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« Last Edit: August 26, 2011, 10:52:29 pm by Josh @ Dreamland »
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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